Not every hero of the Rebellion’s name is remembered - some war heroes sacrifice for the cause without any notion of fame or glory. In Star Wars Legion the Rebel Officer is a low cost non-unique all purpose commander who is skilled at keeping troops on the field.
Base Unit Summary: (commander)
Damage Output - Ranged: Below Average: 1
Damage Consistency Ranged: Average: none
Damage Output - Melee: Below Average: .625
Damage Consistency - Melee: Average: none
Damage Resistance: Below Average: 33.4%
Wounds: Average: 4
Attrition: Above Average: 4/figure
Range: Below Average: 1-2
Speed: Average: 2
Courage: Above Average: 2
Role: Commander, Support
The Rebel Officer is the first non-unique commander for the Rebels and fills a small but important role on the field - they are a bubble of hope and courage for your other troops and allow you access to additional command upgrade slots at a low cost.
Base Unit Analysis:
The Rebel Officer is underwhelming in a combat role. Their damage output is below average, their damage resistance is below average… the only things they really have going for them are their support abilities and their courage bubble - which is exactly the abilities you should be taking them for. These generic commanders will never make up their points on their own, but they can turn the tide of battle by enhancing other combat units, keeping units from fleeing, or providing access to support and scenario presence.
Unique Upgrade Analysis:
Rebel Officers have no unique upgrades at this point.
Rebel Officer’s command cards are a bit different from other operative commanders, in that they are not character specific and can be take and used by any commander of the same faction.
Sabotaged Communications: initiative 1, any 1 Special Forces or Operative unit; This command card reduces the number of order tokens an opponents command card generates by 1 to a minimum of 1. This card varies in usefulness from no better than an Ambush to absolutely devastating depending on what card your opponent plays. If an opponent plays a card that only issues a single order then this card does nothing additional - but if the opponent plays one of Chewbacca’s command cards for example, which requires both face up order tokens, then you have effectively shut down their plan and stolen their trick for the round. Playing this card effectively requires a solid knowledge of your opponents available tools, strategy, and when they are likely to play their critical and disruptable tricks.
Turning the Tide: initiative 2, any 2 Support or Heavy units; While this command card issues an order to any two support or heavy units, it grants all friendly support and heavy units Inspire 2. This card is especially strong in lists that use a large amount of low cost models such as troopers and AT-RT. The timing of this card is fairly easy as you can play it after a round you have received a lot of suppression, or at the start of a turn you expect to receive a lot of suppression. Remember that the Inspire Keyword happens at the beginning of the support or heavy units rally step, so using their order tokens to delay their activation and maximize the inspire keyword is a smart idea.
Covering Fire: initiative 3, any 3 Corps units; This command card grants an order token to 3 corps units, in addition after any friendly corps unit performs an attack, whether it has an order token or not, it gains can assign 1 dodge token to another friendly unit at range 1-2, the unit receiving this token does not have to be a corps unit. This command card gets a lot of mileage in rebel lists, between Teamwork and Nimble Rebels want to have a lot of dodge tokens but dont necessarily want to spend actions to gain them. This card does require good positioning and timing as your corps units will want to activate before the opponent attacks and will also have to be in range 1-2 of another unit that needs the dodge token.
Rebel Officers have a command upgrade slot and a gear upgrade slot. In general you want to keep this unit as cheap as possible because they are already inefficient in combat for their points, but command upgrades are rare - and there are some abilities found on them that grant army wide benefits - because this is the cheapest source of command upgrades there are some good options to look at in them. Specifically Improvised Orders or Commanding Presence which extend the control and utility of your forces.
The Rebel Officer is truly a support piece. They are best used enhancing other units on the field and staying away from combat. The Take Cover ability allows you to spend an action to give a dodge token to another unit, greatly improving the action economy of the other unit as well as the timing window they can receive the dodge before being attacked which is quite valuable on the right unit.
The optimal use for the Officer is to support and enhance the other units around it, and to claim the scenario objective if they can. If the Officer can grab an objective point it frees up actions and positions for the rest of your other units to focus more on combat efficiency.
The Officer is also a great cheap source of enhanced courage bubble and command upgrade utilities like Improvised Orders. Keep this in mind when moving units around the field to ensure that they remain within the Commanders aura of influence.
The Officer is not a unit that needs to be feared and should generally not be a priority. Their combat efficiency if well below average and their survivability is slightly below average. That being said, if the Officer is the source of a particular command upgrade that is a thorn in your side or that your opponents game plan hinges on then it should not be too hard to eliminate them if the opportunity presents itself.
On the other hand though, if the Officer is the main thing keeping your opponents troops from panicking and fleeing, then make an effort to eliminate them first. This shouldn’t be hard, and the tide of battle will turn quickly once your opponents units begin to flee. Keep in mind their other units command values however, it is possible that they have a non-commander unit with a higher command value they can promote to be the new commander, making the suppression and panic tactic harder to achieve.